Not sure if I get the question right (drawing would help), how about this
// FVector PlaneDirX, PlaneDirY
// FVector2D PlaneExtent
// FVector Direction
// Get the contribution of Direction to each side of the plane (avoiding zero edge case)
FVector2D Projected = FVector2D(
FMath::Max(0.01f, FMath::Abs(Direction.Dot(PlaneDirX))),
FMath::Max(0.01f, FMath::Abs(Direction.Dot(PlaneDirY)))
).GetSafeNormal(); //normalize in case Direction was not exactly in-plane
// Use division to calculate the amount of times we can fit each component into Extent/2
FVector2D Dist = (PlaneExtent / 2) / Projected;
// Return nearest one
return Dist.GetMin();
Looking at your blueprint you have a rotator for the plane orientation. You should be able to get plane axis directly from that rotator :
FVector PlaneDirX = Rotation.GetForwardVector();
FVector PlaneDirY = Rotation.GetRightVector();
(might have to replace one of those with GetUpVector() depending on how the orientation of the platform is set up)